attribute vec3 a_posL;
attribute vec3 a_normalL;
uniform mat4 matrix;
uniform mat4 wvpMatrix;
varying vec4 v_NormalW;
varying vec4 v_posW;
attribute vec2 a_uv;
varying vec2 v_uv;
void main()
{
	vec4 posL = vec4(a_posL, 1.0);
	v_posW = matrix * posL;
	
	gl_Position =  wvpMatrix * posL;
	v_uv = a_uv;
	//Calculate(v_Normal);
	vec4 normal = vec4(a_normalL, 0.0);
	v_NormalW = normalize( matrix * normal );
	
}
   